Ejemplo n.º 1
0
 /// <summary>
 /// Tells the server that the client wishes to buy a weapon
 /// </summary>
 /// <param name="weapon"></param>
 public void BuyWeapon(WeaponData.Weapon weapon)
 {
     outMsg = client.CreateMessage();
     outMsg.Write(ServerClientInterface.BUY_WEAPON);
     outMsg.Write(WeaponData.WeaponToByte(weapon));
     client.SendMessage(outMsg, NetDeliveryMethod.ReliableSequenced);
 }
Ejemplo n.º 2
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    public void SpawnWeaponLoot(float XPos, float YPos, WeaponData.Weapon SelectedWeapon, int SelectedWeaponID)
    {
        GameObject obj = Instantiate(WeaponLoot, new Vector2(XPos, YPos), Quaternion.identity);

        obj.GetComponent <LootGeneral>().SetWeapon(SelectedWeapon);
        obj.GetComponent <SpriteRenderer>().sprite = WeaponSpriteList[SelectedWeaponID];
    }
Ejemplo n.º 3
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    public void AddWeapon(WeaponData.Weapon SelectedWeapon)
    {
        ButtonPrefab.GetComponentInChildren <Text>().text = SelectedWeapon.WeaponName;
        var obj = Instantiate(ButtonPrefab, ItemList.transform);

        obj.GetComponent <InventoryWeaponButtonGeneral>().SetWeapon(SelectedWeapon);
    }
Ejemplo n.º 4
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        /// <summary>
        /// Creates a weapon
        /// </summary>
        /// <param name="weapon"></param>
        /// <param name="owner"></param>
        /// <param name="assets"></param>
        public ClientWeapon(WeaponData.Weapon weapon, ClientPlayer owner, Assets assets)
        {
            Owner       = owner;
            Weapon      = weapon;
            this.assets = assets;

            gunSmokeParticle = new ParticleEmitter(Particle.ParticleTypes.GunSmoke);
            shellParticle    = new ParticleEmitter(Particle.ParticleTypes.Shell);
        }
Ejemplo n.º 5
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        /// <summary>
        /// Returns the correct weapon texture based on the weapon
        /// </summary>
        /// <param name="weapon"></param>
        /// <returns></returns>
        public Texture2D GetWeaponTexture(WeaponData.Weapon weapon)
        {
            int index = Array.FindIndex((WeaponData.WeaponEnums), wepEnum => wepEnum == weapon);

            switch (weapon)
            {
            case WeaponData.Weapon.Knife:
                return(weaponTextures[index, 0]);

            case WeaponData.Weapon.Awp:
                return(weaponTextures[index, 0]);

            case WeaponData.Weapon.Ak47:
                return(weaponTextures[index, 0]);

            case WeaponData.Weapon.M4A1:
                return(weaponTextures[index, 0]);

            default:
                throw new ArgumentOutOfRangeException("weapon", weapon, null);
            }
        }
Ejemplo n.º 6
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 public void SetWeapon(WeaponData.Weapon SelectedWeapon)
 {
     CurrentWeapon = SelectedWeapon;
     GetComponentInChildren <Text>().text = CurrentWeapon.WeaponName;
 }
 public void SetWeapon(WeaponData.Weapon SelectedWeapon)
 {
     Weapon = SelectedWeapon;
 }
Ejemplo n.º 8
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 /// <summary>
 /// Sets the weapon of the player
 /// </summary>
 /// <param name="weapon"></param>
 public void SetWeapon(WeaponData.Weapon weapon)
 {
     PrimaryWeapon = new ServerWeapon(weapon, this);
     CurrentWeapon = PrimaryWeapon;
 }
Ejemplo n.º 9
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 /// <summary>
 /// Creates a new weapon
 /// </summary>
 /// <param name="weapon"></param>
 /// <param name="owner"></param>
 public ServerWeapon(WeaponData.Weapon weapon, ServerPlayer owner)
 {
     Owner  = owner;
     Weapon = weapon;
     Fired  = false;
 }
Ejemplo n.º 10
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 /// <summary>
 /// Used by the server
 /// </summary>
 /// <param name="weapon"></param>
 public void SetCurrentWeapon(WeaponData.Weapon weapon)
 {
     CurrentWeapon = new ClientWeapon(weapon, this, Assets);
 }
Ejemplo n.º 11
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 public void AppendInventory(WeaponData.Weapon WantedWeapon)
 {
     InvCanvas.GetComponent <InventoryWeapon>().AddWeapon(WantedWeapon);
     InventoryWeapon.Add(WantedWeapon);
 }